Type: Posts; User: Yanzl
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Try lowering $reflectamount instead, to something like .2.
Yeah, thought of that, but instead of decals, the road is a blend texture so you can paint the cracks on the road. Also they have their own bumpmaps, which isn't possible with decals.
No, there aren't any leaves, just clover.
I think you should add sort of a lip to top and bottom of the barrel and smooth out the ribs....
How about if you paint the buildings by hand?
iTunes stream is probably the best quality, 256kbs AAC (same as 320kbs mp3), check the spectrum:
You should change detail sprite material to forestdetailsprites and don't use just one tree model. Also tone down the yellow/orange in the sunlight.
It's material with 2 different detail sprites.
Also, you can download my detailsprites and a bunch of other stuff here:
Yeah Dear Esther was a source of inspiration, but I made all the models and textures myself.
Also map is on workshop now:...
Just finished this.
Here's a map I've been working on and off for the last month or so. It started out as a school project and I liked it so I decided to release it.
Feel free to use the assets, just don't forget to...
No, not yet, but it should happen sometime soonish.
What you described was just added. It's under Tools > Batch VMT
What I meant was the transparency issues between the model and the waterfall. Probably worded it a bit strange.
It wouldn't work, because of transparency and z fighting.
Tried the overlay method, sadly they can't have spec or bumpmaps.
I tried to do that, but sadly source only supports 2 blend textures, so I went with patches of grass instead.
Road is actually an overlay.
I'll probably release everything when I finish the map.
Ep 2 stuff.
It's just a sun entity with overlay set to this:
Made some new spruce trees, this time for ep2:
Slowly making progress on this:
Forest - now with detail sprites:
I made some detail sprites:
I finished this thing. If anyone wants the models and textures you can download them here:
So yeah, here is mine. I was away for the last 10 days so I didn't work on it as much as I could. Still, I think it turned out fairly ok.
Yeah, I'll probably release all the stuff once I'm done.
I'm already using $collisionjoints, I just don't know how to set it up properly.
Right now each side of the door is its own mesh and the 2 parts of the collision are also 2 seperate meshes. I...
Practicing making custom assets:
Too many chairs?
This is for the facepunch hallway thing.
Does anyone know how to properly set up collision models for animated models?
I've made the model of 2 parts of an elevator door, each one opens its own way and I've parented the each part of...
So I didn't see the try and keep custom contet at minimum thing at first. I thought this would be a good thing to try myself at making everything custom, since it's not so big.
If I can still get...
I ported my map into CSGO for fun and the new shadows really make everything look nicer:
Made this some time ago. Any Breaking Bad fans?
Comes in 2 versions:
Here you go:
It uses UnlitTwoTexture, so if it's too dark just change the $color parameter.
I made one myself some time ago, say if you want to use it.
Yeah I still have to add smaller details like ferns, bushes and varuios things on the ground. Right now I'm focusing on the bigger props and making all the assets.
But thanks for the input, I'll...
Slowly progressing with this thing. Lighting is kinda messed up and I not sure how I'll fix it. I already gave up normal maps on rocks to allow vertex lighting, but I get these really dark spots....
In the topic of LEGO Portal, more of the thing I'm making:
Portal 2 metals use a predefined cubemap texture and not the nearest cubemap so the reflections are same on all the panels. You could try editing the texture to remove the cubemap or make it...
Which one looks better, left or right?